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ARP Pack - Airfield Signs Mod - official thread Current version: v2.1 About mod: It contains standing signs and horizontal patterns. The latest works included also additional illumination for standing signs, PAPI and arresting system. It was changed many times and tested, not to be seen as obstacle for AI. There's also template for a few Caucasus Airports which can be loaded in Mission Editor. Notice that I was made for Caucasus (it's mostly flat map). It can partially work on other maps. In the 'readme' file there're list of mods I use so you can just load template and have our work or load template and download other mods (not mine) which I use - that looks better. Developers: Valium1994 (main author, models, textures) Dare (models) Currenthill (models) Credits: Thank you for other people like western_JPN, crazyeddie from ED Forum and also my friends who work in Ryanair, Enter air, Wizz air, Polish Air Force (31st Tactical Air Base), Air4 in Gliwice, Aeroklub Śląski in Katowice. Editing and redistribution: At the beginning, this mod was planned as a private mod. After some time, we decided to share with it, so it’s public. Anyway, we spent many hours for creating, editing, improving all models and textures. Please, appreciate it. Many information were taken from the book which I use to learn for ATPL exams and from conversations with my friends who are real civil and military pilots. Redistribution and/or edition is prohibited. Donation: The mod was planned to be private but we decided to make it bigger, spending many hours, nights and share with you for free. It improves whole community. If you like our mod and/or you would like us to improve it, you can make a donation. https://buycoffee.to/valium1994 Thanks! Known problems/bugs: 1. Grass should be turned off because it rises through textures; this problem exists in many other mods and probably will be solved in future 2. Arresting system is just a static object (it doesn’t work – it was intentional). 3. PAPI shows 2 white and 2 red lights regardless of glideslope (perhaps it’ll be solved in future but at this moment most airports in DCS are using PAPI which also shows incorrect data). 4. All templates were tested with C-130. In case of bigger planes, there’s possibility that they’ll stop because of obstacle. 5. There’s probability that in some other cases, AI movement will be disturbed although there weren’t such problems during testing. 6. Ramps were created as patterns. There’s no additional parking sites but you can use it as ‘hot start’. 7. Illumination of standing lights is separated and it’s added to template. You can remove it one by one in case of computer with lower specification (if you notice that you have fps problem). What's more, depending to shaders, there may be some problems. If you notice any problems - let us know about it here. DOWNLOAD v2.1: user files: https://www.digitalcombatsimulator.com/en/files/3335590/ direct link: https://files.fm/u/sr2jv3pu6c Pack is locked with password. Read 'readme' because there're some information which will probably answer also for many questions and password of course. *** Log: 03/02/2024 - v1 12/02/2024 - v2 ⦁ changed standing signs illumination (2x stronger than before) ⦁ changed PAPI illumination (a little bit) ⦁ completly new ramps and rwy patterns with 3 background (old, concrete, concrete cube) ⦁ completly new models for pattern A, B, RWY intersection numbers ⦁ completly new TDZ models ⦁ added different lamps, they work at night ⦁ a few minor bugs solved, some objects replaced/removed to work properly with AI ⦁ KAFA pattern changed ⦁ new template to load 12/02/2024 - v2.1 ⦁ 2 types of template to load - one doesn't need any mod (thanks to Rudel_chw2), the second one gives the same look as mine (photos) and requires some mods (see readme, there's a list).
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So I was surprised to find some wooden fences that are not removable at all and stop all manner of munitions and cannot be destroyed, mostly surprised since the trees on the map allow munitions to pass through etc, see image for the offending fences (and other scenery objects) This particular fence is at X-36471, Y-39746 Trying to build some CA content and its a bit jarring when these things are indestructible. Unlike trees I would argue it is likely appropriate to make smaller/flimsier scenery objects like this simply not collide with munitions or vehicles, or simply delete them if a vehicle runs into them. At a minimum I would hope to be able to clear them with scenery remove objects in zone triggers.
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The release of the Marianas was a huge scenery booster to DCS. Especially for those with a love for low-level sightseeing ─ pardon: 'recon missions' ─ in slow prop planes and rotaries. Maug Islands has soon become my favourite spot, criss-crossing its caldera almost every morning... After a while I began to daydream and having visions. I saw shipwrecks on the caldera's bottom, with great whites patroling. And sometimes I even believed to see a glimpse of Amelia Earhart's Electra 10. With no knowledge or experience with neither ME nor Blender and its EDM Exporter it was a LONG journey until I had a good number of (unanimated) objects 'DCS-ready'. BTW, as the year in the title suggests, they're all peacetime objects! (The video, though, does include carriers and planes by Hawkeye60.) I don't know how long the next step, dealing with object animations, will (or would) take. But after months of work I felt for a break. And then <hint, hint> I think of the project as an 'open project' anyway. So everyone is invited to enhance and expand it! My personal whish-/todo-list includes animated sails and flags for the sailships animated Birdman (the original 3D model is actually fully rigged and playing in Blender) animated great white (same here) group of animated whales for 'whale watching' Thanks to tobi, grajo, copprhead. Without their help and work this project wouldn't exist. This free addon is not quite ready to be released, its scope will be much subject to availability/affordability of necessary licences. But here's a teaser video. Please comment and help to keep the project thriving. EDIT: 2022-02-03: I just put one of the sailships in the user files. 30+ variants of hoisted and furled sails, transparent or battle torn, bring some color to any of your sceneries and missions. Not alone the Marianas, but also to Normandy, The Channel, Syria... Version history of «BRIG»: v1.0 Initial release v1.1 Added moderate wake, front and aft. What seems appropriate for a sailship with no screws and an average speed of around 10 knots. v1.2 Improved NORMALS and SPECS for sail canvas. Streamlined usage of all NORMALS and SPECS, now only very upclose (LOD0, 300m, some LOD1). Some changes to the Static Templates. A second sample 'mission' file giving a quick overview of all 32 variants in box formation is now included (like screenshot above). Extract and overwrite all existing files.
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Hi all I am trying to create a mission where a building has to be destroyed with a 2,000 lbs guided bomb, but where you'd first go "roof knocking" by detonating a Maverick over the building to warn off nearby civilians. Only problem is, this three storey building gets destroyed by the impact of the Maverick. And it has to be a Map Object, because there are no multi-storey residential or commercial buildings among the static objects. So I'm wondering... Would it be possible to make a script that increases the "life" points of a Map Object, or to make it "immortal" like you can do with units? Or would it somehow be possible to make a zone within which only certain weapons have effect? Any help with this would be so much appreciated - I've spent many hours fiddling with this already.
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